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AntonioR

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  1. I tried to make a ninja rope like in Worms using Box2D. It is not perfect, but good enough. I wrote a blog post about it and you can download it and try it out if you want. Don't expect me to make a game around it, it was just for fun. http://antonior-software.blogspot.hr/2016/12/box2d-ninja-rope.html [media]https://www.youtube.com/watch?v=YNhjAPZNzxI[/media]
  2. Thanks for posting this here, it was a very interesting read. The competition is tough, look what happened to Two Tribes. They are shutting down and their newest game RIVE is selling very poorly, even though they put their hearts and souls in it and the game is very good.
  3. Here is a video showing the updated particle system and editor, and some stuff that can be done with it. It was all inspired by Unreal Engine particle system. Particle effects can contain several emitters, emitter values are not just variables they are "modules" with "distributions" and stuff to control the values over time and stuff. You can read the video description for more details or visit my blog. [media]https://youtu.be/c9Pwl61xkPM[/media]
  4. I uploaded the game to moddb:   http://www.moddb.com/games/abuse/downloads/abuse-sdl-09a-windows
  5.   I haven't found any, and my advice would be to stay away from the code unless you are already an experienced programmer with a lot of patience and love for this game. The code is a complete mess, not to mention outdated in many ways. The devs rarely wrote any comments explaining the code, so it is hard to tell what does what. I tried writing few comments for the stuff I had to deal with, but I haven't touched most of the code.   There are however some tutorials how to use the built in level editor, if you are into that: http://web.archive.org/web/20010126055700/http://www.cs.uidaho.edu/~cass0664/fRaBs/pages/editor.html
  6. When I released my Quake 2D demo in 2012 many compared it to Abuse, a game by Crack dot Com released in 1996. No wonder it looked like Quake since CDC was founded by a guy from id, and Bobby Prince did the sounds. It was released for free, and I wanted to check it out. Playing in DOSBox at 320x200 wasn't fun. I read about a high resolution mode in the readme and searching for a fix to make it work I found out the source code was released and several ports were made during the years, but mostly for Linux. Then I finally found an abandoned working Linux, Mac and Windows version on GitHub and one thing lead to another, and I ended up messing around with the code instead of playing the game. Here is the final result and the list of updates I made (the video gets loud):   [video=youtube;0Q0SbdDfnFI]http://www.youtube.com/watch?v=0Q0SbdDfnFI[/video]     If anything, this is the only version where the music has finally been fixed. I tested it on my old and new PC on Windows 7 32bit and 64bit. If anything I would like to know if it works, and how does playing with the Xbox controller feel, because I want to use the same controls for my own engine. Please read the README for more info. You can download the Windows version here or on moddb: http://www.mediafire.com/download/pgos1074d3dnmka/Abuse_1996_v0.9a_win32.rar http://www.moddb.com/games/abuse/downloads/abuse-sdl-09a-windows   I also extracted the textures and converted the HMI music to MIDI. If you want you can get those on my blog: http://antonior-software.blogspot.hr/2016/05/abuse-1996-sdl-port-09a.html The source code and the binaries are also on my GitHub page. The game physics are locked at 15 FPS and the rendering is a bit slow, since it is all done by pushing around bytes of data on the CPU. I would like that to be improved. I only compiled it for Windows, but it should also compile for Linux and Mac if I didn't mess something up. If someone compiles it for Mac and Linux I will link to them too: https://github.com/antrad/Abuse_1996
  7. Here is a video showing my dynamic 2D light system in action. You can find more details on my blog http://antonior-software.blogspot.hr/2015/12/dynamic-2d-light-and-shadows.html     [media]https://www.youtube.com/watch?v=b1xP75VsOc8[/media]    
  8. I made some kind of layer based lighting/darkening system. Notice how the light "bleeds" over the walls in front, but it doesn't affect the sky. Of course I can also hand place lamps and stuff over all this, but that will come later. There are more pics and info on my blog: http://antonior-software.blogspot.hr/2015/11/light-and-magic.html No light White light in building on left, orange/yellow outside area, ground and walls are dark
  9. Using Eclipse I managed to compile and run the game on Ubuntu/Linux inside VirtualBox. I have little experience using Eclipse, virtual machines and not to mention Linux, but it works more or less: - I can't load shaders and make FBOs, but that is probably because in VirtualBox I can only get OpenGL 2.1. - FMOD doesn't work in the game and even the examples provided with the API don't work. It plays a sound for only one frame and turns it off. It could be a problem with the library, the way I installed the library, or the audio drivers in VirtualBox. - Game crashes randomly.
  10. Here is a little demonstration of A* pathfinding and navigation mesh. The first part of the video shows how I'm generating the navigation mesh and nodes for pathfinding using my editor, and the second part shows A* algorithm in action. Also you can see how I can play the "game" inside the editor.     [media]http://www.youtube.com/watch?v=uBNR3jpH6Z0[/media]   This can be used for a top down game, or in a sidescroller for flying enemies. It's basic, there is no smooth turning around the corners or avoiding other moving objects and stuff. More info on my blog: http://antonior-software.blogspot.hr/2015/09/a-pathfinding-and-navigation-mesh-3.html
  11. This is a demonstration of iforce2d's buoyancy physics which I added to my engine. I use Clipper library to find intersection areas between the fixtures, and I made a class which keeps track of all the fixtures inside the water. I added this in July 2014, but never showed it. There are some problems when you throw objects into water with great speed. They can start spinning rapidly or even fly out of the water. This happens when lift is turned on. The problem is probably in force parameters which I haven't tweaked properly. You can download the demo on my blog.   [media]http://www.youtube.com/watch?v=-2CzcHcjdSo[/media]
  12.   Thanks No, I don't have plans for it, it's just my little escape from reallity. I might release the code someday, but I don't really see the point since nowdays you can even get the code for Unreal or CryEngine for 10 bucks.
  13. I have rewritten the core of my engine. All user interaction is now handled trough "activities" (I didn't know how to name it, and it is inspired by Android Activity). Core creates the app window and sends input to active activity. Game is just an object now, it extends the activity class with game related stuff. Activities can render directly to screen or on a local FBO. What I can do now, for example, is create a new game object inside the editor and display its FBO in a window for easy map testing (you can see I can fire the gun in left window), or I can do stuff like this. It's not Super Turbo Turkey Puncher 3, but close enough: [media]http://youtube.com/watch?v=yrHRcrnoSwI[/media] Do note that at 0:25 I'm using a GUI four levels deep, and the screens are displayed on dynamic objects that move, and everything is zoomed in.
  14. I've made some kind of 2D ambient occlusion, I've also written how it's done on my blog: http://antonior-software.blogspot.com/2015/05/ambient-occlusion-in-2d-scene.html   No ambient occlusion Manually placed textures in Quake 2D (2012) Ambient occlusion using FBOs and a blur shader
  15. Working on navigation mesh for AI, this is generated using Clipper library: Didn't know how to connect vertices in the navigation mesh, so I triangulated it with Poly2Tri and used triangles to form connections. I will have to ditch Poly2Tri for some library that generates polygons instead, and do some "path smoothing"; starting from the yellow node, the node 10 is visible from 5 and should be directly connected in the final path. In a platformer game this could be used for flying enemies.